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Sexout Intimacy


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Condition is already calculated into the value sum.  What did you have in mind exactly?  Remember that I still need to expand on gifts that the NPC will keep and use, which will be part of living together, which in turn requires that I first complete love triangles.

 

 

Thinking about It, I guess is more or less what I asked before: giving certain vanilla stuff a special tratment.

Pre war clothes are usually quite cheap. Thus, even in 100% condition, not well received by NPCs.

But what about a gift for an Omerta NPC? a mint condition bussiness suit. Worthing 8 caps. They wear that stuff, they should be grateful, but they wont, because It's just 8 friggin' caps.

 

If it could be adjusted that: 2 caps value (becuase of condition) is bad and 7 caps value (because of condition) is good, that'd be awesome.

But again, that means to give certain items a special treatment. Not gadjusting every vanilla item.

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Thinking about It, I guess is more or less what I asked before: giving certain vanilla stuff a special tratment.

Pre war clothes are usually quite cheap. Thus, even in 100% condition, not well received by NPCs.

But what about a gift for an Omerta NPC? a mint condition bussiness suit. Worthing 8 caps. They wear that stuff, they should be grateful, but they wont, because It's just 8 friggin' caps.

 

If it could be adjusted that: 2 caps value (becuase of condition) is bad and 7 caps value (because of condition) is good, that'd be awesome.

But again, that means to give certain items a special treatment. Not gadjusting every vanilla item.

 

 

I see what you're saying.  You want more sentiment.  That's what I meant when I said gifts still need expanded.  Only the survival side is in right now.  I will add sentiment at some point, but it won't have much to do with value, so much as how the NPC feels about the PC.

 

In the meantime I suggest you do what I do.  Gift them things you don't really want or need, and save the good gifts for later.  I use cartons and packs of smokes and bottles of booze.  I would not give them anything you consider 'special' until I get sentiment added in.  Even then I'm still not certain if I can get them to wear the clothes you give them reliably.  So please don't be too disappointed if they won't.

 

EDIT: Also another note and little secret I've been keeping to myself.  Gifting is currently the only way to seed currency.  If the PC is a prostitute, and the patron has no currency, they cannot pay you in 'money' and will only ever be able to pay you in survival goods.  The remedy is to gift them a little something during activities (probably before they're a patron, but sometimes after), which will give them currency, at which point they'll be capable of paying you in 'money'.

 

Edited by t3589
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I'm using TTW and sometimes it appears to work, while other times it won't show up in the dialogue menu. So 50/50 more or less? I mean, I see the placeholders and am able to activate them fine usually, though sometimes hey don't show up.

 

Well that happens in FNV too actually.  I wonder if smaller talk works in TTW?  That's how you get around it currently.  Use smaller talk, exit dialog real fast, get smaller talk greeting, then the dialogs appear.  You only have to do it for some NPCs though.

 

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I noticed that when extending a date, the NPCs run far away from the PC, then return. Is this because they need to reset some stats before continuing the date? they need to get the PC out of their sight ratio or something like that?

 

No it's a package.  The game keeps sending the NPC back to editor location when they follow.  I had it right in previous copies.  But have since forgot what I did to stop them from doing that.  Still working on it.

 

EDIT: Fixed for next copy.  Danky Boon.

Edited by t3589
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Smaller talk appears to work fine, there are only a very few occurrences where an npc didn't want to be talked to. lol I haven't noticed much defective with it. I can approach an npc and they'll give the quick quip (as if smaller talk didn't work) but then a moment/second later they walk up to you and the dialogue options show up. So nothing majorly wrong, from what I can tell (and that's not much).

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I really like the whole concept of the mod, but I am sometimes completely baffled by the responses of the NPCs. One moment the PC "small talk"s and gets the response "flirty", then she tries to flirt and gets "negative response". Is it supposed to be random? Are there indications of how to proceed or do we just try our luck?

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I really like the whole concept of the mod, but I am sometimes completely baffled by the responses of the NPCs. One moment the PC "small talk"s and gets the response "flirty", then she tries to flirt and gets "negative response". Is it supposed to be random? Are there indications of how to proceed or do we just try our luck?

 

Flirty is not a response to small talk.    It's displayed in response to opening standard dialog, but is only a hint of mood.  Moods do not guarantee any kind of response as they are not firm indicators, but rather intuitive observations on the PCs part.

 

A couple of notes:

 

- Context is also a factor, which at times may appear as if the NPC is going against their own mood.  ie. If they're talking about an unrelated subject, and you then toss in a flirt out of the blue just because you saw they were in a flirty mood.  Can return a negative result.

 

- Negatives are OK to get.  Embrace them.  They are in fact necessary.  They can have positive and negative results.  So don't skirt them.  Rather work through them.  ie. A relationship will only progress so far if you never ever disagree.  Disagreements are required to reach a deeper level of intimacy.

 

- If you're looking for a concrete indicator that tells you explicitly what to do, other than actually getting to know the NPC over time, you'll probably become frustrated.  Go with your gut.  Sometimes you'll be wrong, sometimes you'll be right.

 

- This mod does not adhere to a formula which you can repeat like a step by step with guaranteed results.  Each NPC will have their own quirks that you'll pick up on through numerous interactions.  ie. Don't expect to find the magic combination that allows you to pose the relationship consistently.  It doesn't exist and at some point will let you down.

 

- Another factor to consider is that you are only allotted so many flirts per day, per NPC.  What this means is that if you've been flirting with the NPC all day, they can become weary of that subject, and in spite of being in a flirty mood, can return a negative. (Smothering)

 

Thanks for the feedback.  I hope this puts things in perspective.  I need to find a way to squeeze all this info into the wiki somehow...

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ITTR you said eventually spunk and pregnancy will be required, am i correct?

 

Also, which one of the 'to do' list will be first to be implemented?

 

Thanks again for all the work.

 

They won't be required, but will be supported as a matter of accounting.  In other words, NPCs should react to pregnancies, quality of orgasm, biologically driven urges, etc., etc.  If they are installed.

 

As to the other question I'm not sure.  I do know that all variation of real dialog should be last.  The others have bits and pieces in already but are not complete.

 

My work flow usually goes something like:

- Play the game.

- Get to a part in the game where I think something should be happening that isn't.

- Make it happen.

 

Currently Love Triangles has the most pieces in place out of all of them.  So I may wrap that up before the others if I don't get pulled in a different direction.

 

I recently started a fresh game so my test PC is no longer a prostitute.  If, in this play through, I can establish a deeper relationship before the PC becomes a complete whore, I may go back to working on that side.  If not, I may end up fleshing out more prostitution stuff on the strip.  Hard telling.

 

If there is something in the list that you're waiting on in particular, say so, and I'll try and give it some attention.  There's no real schedule on my end (other than the dialog which will be insane).

 

My pleasure.

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Hello

Just a little question since it's not mentioned in the OP

is this for female PC ,male PC or both ?

Thanks

 

Both, but it should work differently for each.  Male and female PC are being built along side one another, but I have only tested fem so far.  The male side of things probably has issues that need addressed, but I won't know until I test it or someone provides feedback.

 

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Nothing in particular. Justs plain curiosity.

 

Also, when updating I simply reinstall the esp & esm. But I think the sound file gotta now a different size. Am I right?

 

 

Yes I removed the clothes ripping sound and moved it to the sound replacer mod (which I still need to release).  In fact, none of the sounds included in this mod are used.  They are simply leftovers from earlier versions.  They will be used at some point though when I start working on performing at clubs and such.  That should happen once my play through reaches the strip.

 

EDIT:  I take that back.  The only sounds used are the whistle approach indicators.

Edited by t3589
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What does the "tease" response indicate? I figure it's not positive since it ends dates faster than an angry deathclaw. See, I've been trying to get into a NPC's pants and after 7 or 8 dates filled with drinking, eating and dancing, every time I suggest sex, I get a negative response and then tease and it's over. Is persistence the key? We're talking weeks of hanging out and dating, a number of gifts etc and still, the damn prude git resists my character's charms. Btw, other npc's have been WAY easier to bed so I know the mod works.

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What does the "tease" response indicate? I figure it's not positive since it ends dates faster than an angry deathclaw. See, I've been trying to get into a NPC's pants and after 7 or 8 dates filled with drinking, eating and dancing, every time I suggest sex, I get a negative response and then tease and it's over. Is persistence the key? We're talking weeks of hanging out and dating, a number of gifts etc and still, the damn prude git resists my character's charms. Btw, other npc's have been WAY easier to bed so I know the mod works.

 

Tease is a 'maybe' response, so it's not entirely negative.

 

Persistence is and isn't key.  What I mean by that is, yes you will need to be persistent with some NPCs.  But, it isn't key in the sense that it always pays off.  Most NPCs should come around eventually, but some won't.  Which NPCs those are I can't say, because it will be different every play through, due to the dynamically assigned stats.

 

If you want a hint look at their Libido stat in debug.  The higher the number, the harder it will be to get in their pants consistently.  The lower the number, the easier it will be.  Some NPCs will only be in the mood once every blue moon so to speak.  While others will want to do it several times a day.

 

Granted this is only a hint as there are numerous other factors involved.  Respect being extremely important to how they behave towards you in almost every area of the relationship, not just sex.

 

I think you described it correctly though.  You're probably dealing with a prude.  The best way to handle them is with a light touch (don't force it, let it happen on their terms).  It could also be a matter of timing (catching them in the right state), or it could be because you're smothering them with more attention than they prefer, or it could be that the NPC is just not that into you.

 

As a last resort you could always use the control terminal to reset them for a more agreeable set of stats.

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More Tips!

 

This mod is played differently than what many are used to.  It is a mini game unto itself (battle of the sexes).

 

Let's say PlayerA expecting a porn poser receives a negative.  Their goal is to get to the porn.  So they punish themselves into frustration using tactics like reloading saves, or by systematically eliminating any dialog choice that returns a negative (never clicking that again), or reseting the NPC stats.  These players are looking for a formula to get to the porn.  They WILL become frustrated, disappointed, and baffled when it doesn't meet their expectations.

 

PlayerB on the other hand receives a negative, and responds more like a human being instead of trying to solve a puzzle for porn.  This is the kind of player who, when rebuffed by the NPC says "Fine.  Screw you then.  I'll go over here and bang your sister instead.  At least she'll give me the time of day.".  Or "Fine.  You don't want to take me out for dinner and treat me with respect, then you get no love from me.".

 

And that's really the key to this mod.  To make choices like a human being would, not to make choices like a calculator trying to break the porn code.

 

Hope this helps.

 

EDIT:  I should add that this is not an accusation.  I fully understand what most players are used to.  If all you've been exposed to are porn posers, you would in no way be wrong to misunderstand this mod.  ie. If you find yourself in the playerA camp, I don't blame you one bit.

 

This mod is not a movement against that type of player in other words.  It's simply a reflection of how I personally play the game.

 

Edited by t3589
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First, how do I check an NPC's stats? I activate debug in the control panel and then...? Second, I am not trying to "get to the good part quickly", I'm trying to test to see if things work as they should. Personally I really like the concept of the mod but I don't want to commit to a playthrough, invest time and effort just to have it all bungled up by some small bug. And, since there is no actual dialogue, some things are a bit hard to interpret. Honestly. If I knew for sure that an NPC is merely rejecting the PC and not just bugging out, it'd be fine for me. All in good spirit, not complaining for free product here.

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First, how do I check an NPC's stats? I activate debug in the control panel and then...? Second, I am not trying to "get to the good part quickly", I'm trying to test to see if things work as they should. Personally I really like the concept of the mod but I don't want to commit to a playthrough, invest time and effort just to have it all bungled up by some small bug. And, since there is no actual dialogue, some things are a bit hard to interpret. Honestly. If I knew for sure that an NPC is merely rejecting the PC and not just bugging out, it'd be fine for me. All in good spirit, not complaining for free product here.

 

Check the console for now.  And hey that post doesn't have your reply in it does it (guilty conscience)? lol  I'm teasing.

 

That's part of the trouble with this mod and testing.  It can't be tested like you would a quest mod.  The start of this mod, and the end of this mod, are completely relative.  Add to that the fact that some aspects of it require long term interactions before they are revealed or unlocked.  It almost makes testing in the short term a meaningless endeavor.

 

The biggest problem is one of expectation.  Because of the dynamic nature of this mod, there are countless variable possibilities, which I cannot possibly test systematically, without devoting my entire life to that effort.  Further, there are no fixed expectations that I can point to and say "well that NPC should have done this or not done that".

 

It's completely relative not only to your particular play through, but it's also completely relative to your expectations.  In other words, I would have had to follow along with you through the entire relationship, and know what your goal was, in order to know what the NPC should or should not be doing in that particular instance.  Impossible right?

 

So when you test it will be obvious when something is broken like a package that doesn't behave, or missing dialog, the technical things.  But as far as how the actual relationship should go down so to speak, that can only be dealt with through your expectations.

 

I think the best way to test that aspect of this mod is to simply state "I reasoned that A should happen, because B was my expectation, and C is my evidence of rightly expecting.  But it isn't happening.  What gives?".  And let me address it from there with either an explanation or a tweak/fix.

 

And you're right about the dialog.  Once that is in everything will make a WHOLE lot more sense, but my hands are tied at this point.  I can't keep track of hundreds of variations of dialog and flesh out the core at the same time.  On the other hand, I'm always willing to tweak the placeholders to help them make more sense.  If you have an issue with one, speak up and I'll see what I can do.

 

On a side note, and as far as I can tell, the positive/negative dialog should be fairly tight by now.  ie. We're past the point where negatives are the result of bugs.  But if you suspect one, feel free to bring it up.

 

Danky for the input.

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ha ha ha ha! You've managed to make a HELL of a realistic mod, Sir. Relationships are hard. A person says something and unless you know them to the core, you can have absolutely no clue about what they mean. You'd think a charisma 9 lone wanderer (TTW) would sweep Gob off his feet, but no, he's the hard one to get. Which is actually pretty reasonable, considering he is probably damaged by all the abuse and being an indentured servant and all. Hats off.

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ha ha ha ha! You've managed to make a HELL of a realistic mod, Sir. Relationships are hard. A person says something and unless you know them to the core, you can have absolutely no clue about what they mean. You'd think a charisma 9 lone wanderer (TTW) would sweep Gob off his feet, but no, he's the hard one to get. Which is actually pretty reasonable, considering he is probably damaged by all the abuse and being an indentured servant and all. Hats off.

 

The thing is, that's only one Gob.  You'll get a new one every game (different stats within a range based on their vanilla data).  Also, I'll update the documentation here soon with a lot of this stuff.  Something to think about is that charisma, while a factor, is only one thing out of many many factors that make an NPC like you or not.

 

In fact, sometimes it will work against you by drawing in the wrong kind of attention.  My play test NPCs only have a base of 4.  Then you add Spunk, usable toilets, IMCNNV, and clothing and my charisma sits around 7-10 depending on those other mods.

 

There are also factors that can make charisma null and void.  ie. If you're famous in some way they might not care how ugly you are, they just know you're famous and that attracts them in the same way.  There are many such examples.  Wealth being another.

 

I plan on adding some things this weekend, including real time moods, which may help decrease any misunderstandings with the dialog placeholders.

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